/* * Copyright (C) 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.test.hwui; import android.app.Activity; import android.app.ActivityManager; import android.content.Context; import android.content.pm.ConfigurationInfo; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.EGL14; import android.opengl.EGLDisplay; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import android.opengl.Matrix; import android.os.Bundle; import android.os.SystemClock; import android.util.Log; import android.view.MotionEvent; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; /** * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate. */ public class GLDepthTestActivity extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); mGLSurfaceView = new GLSurfaceView(this); if (detectOpenGLES20()) { // Tell the surface view we want to create an OpenGL ES // 2.0-compatible // context, and set an OpenGL ES 2.0-compatible renderer. mGLSurfaceView.setEGLContextClientVersion(2); mRenderer = new GLES20TriangleRenderer(this); mGLSurfaceView.setRenderer(mRenderer); } else { throw new IllegalStateException("Can't find OGL ES2.0 context"); } setContentView(mGLSurfaceView); } private boolean detectOpenGLES20() { ActivityManager am = (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE); ConfigurationInfo info = am.getDeviceConfigurationInfo(); return (info.reqGlEsVersion >= 0x20000); } @Override protected void onResume() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onResume(); mGLSurfaceView.onResume(); } @Override protected void onPause() { // Ideally a game should implement onResume() and onPause() // to take appropriate action when the activity looses focus super.onPause(); mGLSurfaceView.onPause(); } @Override public boolean onTouchEvent(MotionEvent event) { Log.i("motion", event.toString()); if (event.getActionMasked() == MotionEvent.ACTION_DOWN) { mRenderer.toggleDepthTest(); } return true; } private GLSurfaceView mGLSurfaceView; private GLES20TriangleRenderer mRenderer; /* * Copyright (C) 2009 The Android Open Source Project Licensed under the * Apache License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of the * License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by * applicable law or agreed to in writing, software distributed under the * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR * CONDITIONS OF ANY KIND, either express or implied. See the License for * the specific language governing permissions and limitations under the * License. */ class GLES20TriangleRenderer implements GLSurfaceView.Renderer { private final static int REPEAT_RECTANGLES = 10; private boolean mDepthTestEnabled = true; private final static int FRAME_REPEAT_TIMES = 1; public GLES20TriangleRenderer(Context context) { mContext = context; mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); mTriangleVertices.put(mTriangleVerticesData).position(0); } public void toggleDepthTest() { mDepthTestEnabled = !mDepthTestEnabled; Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled); } public void onDrawFrame(GL10 glUnused) { for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) { // Ignore the passed-in GL10 interface, and use the GLES20 // class's static methods instead. GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f); if (mDepthTestEnabled) { GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); } else { GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); } GLES20.glUseProgram(mProgram); if (mDepthTestEnabled) { GLES20.glEnable(GLES20.GL_DEPTH_TEST); } else { GLES20.glDisable(GLES20.GL_DEPTH_TEST); } checkGlError("glUseProgram"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maPosition"); mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); GLES20.glEnableVertexAttribArray(maPositionHandle); checkGlError("glEnableVertexAttribArray maPositionHandle"); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); checkGlError("glVertexAttribPointer maTextureHandle"); GLES20.glEnableVertexAttribArray(maTextureHandle); checkGlError("glEnableVertexAttribArray maTextureHandle"); for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) { float step = ((float)i) / REPEAT_RECTANGLES; Matrix.setIdentityM(mMMatrix, 0); Matrix.translateM(mMMatrix, 0, 0, step, step / 2); Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f); Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); GLES20.glUniform4f(muOverlayHandle, step , step, step , step); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); checkGlError("glDrawArrays"); } } } public void onSurfaceChanged(GL10 glUnused, int width, int height) { // Ignore the passed-in GL10 interface, and use the GLES20 // class's static methods instead. GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); } public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { // Ignore the passed-in GL10 interface, and use the GLES20 // class's static methods instead. mProgram = createProgram(mVertexShader, mFragmentShader); if (mProgram == 0) { return; } maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); checkGlError("glGetAttribLocation aPosition"); if (maPositionHandle == -1) { throw new RuntimeException("Could not get attrib location for aPosition"); } maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); checkGlError("glGetAttribLocation aTextureCoord"); if (maTextureHandle == -1) { throw new RuntimeException("Could not get attrib location for aTextureCoord"); } muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); checkGlError("glGetUniformLocation uMVPMatrix"); if (muMVPMatrixHandle == -1) { throw new RuntimeException("Could not get attrib location for uMVPMatrix"); } muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay"); checkGlError("glGetUniformLocation uOverlay"); if (muOverlayHandle == -1) { throw new RuntimeException("Could not get attrib location for muOverlayHandle"); } /* * Create our texture. This has to be done each time the surface is * created. */ int[] textures = new int[1]; GLES20.glGenTextures(1, textures, 0); mTextureID = textures[0]; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT); InputStream is = mContext.getResources() .openRawResource(R.drawable.robot); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch (IOException e) { // Ignore. } } GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); EGLDisplay display = EGL14.eglGetCurrentDisplay(); EGL14.eglSwapInterval(display, 0); } private int loadShader(int shaderType, String source) { int shader = GLES20.glCreateShader(shaderType); if (shader != 0) { GLES20.glShaderSource(shader, source); GLES20.glCompileShader(shader); int[] compiled = new int[1]; GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { Log.e(TAG, "Could not compile shader " + shaderType + ":"); Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); GLES20.glDeleteShader(shader); shader = 0; } } return shader; } private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); if (program != 0) { GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } } return program; } private void checkGlError(String op) { int error; while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { Log.e(TAG, op + ": glError " + error); throw new RuntimeException(op + ": glError " + error); } } private static final int FLOAT_SIZE_BYTES = 4; private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; private final float[] mTriangleVerticesData = { // X, Y, Z, U, V -1.0f, -1.0f, 0, 0.0f, 0.0f, -1.0f, 1.0f, 0, 0.0f, 1.0f, 1.0f, -1.0f, 0, 1.0f, 0.0f, 1.0f, 1.0f, 0, 1.0f, 1.0f, }; private FloatBuffer mTriangleVertices; private final String mVertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec2 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = aTextureCoord;\n" + "}\n"; private final String mFragmentShader = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform sampler2D sTexture;\n" + "uniform vec4 uOverlay;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" + "}\n"; private float[] mMVPMatrix = new float[16]; private float[] mProjMatrix = new float[16]; private float[] mMMatrix = new float[16]; private float[] mVMatrix = new float[16]; private int mProgram; private int mTextureID; private int muMVPMatrixHandle; private int maPositionHandle; private int maTextureHandle; private int muOverlayHandle; private Context mContext; private static final String TAG = "GLES20TriangleRenderer"; } }